Jump to content
Website Updates and Upgrades are still underway! We don't expect any further downtime, but we thank you for your patience as we restore themes and other elements including the Chatbox.

=VG= Fastjack

VG Clan Member
  • Posts

    858
  • Joined

  • Last visited

Everything posted by =VG= Fastjack

  1. You can get some extra percentages for 2k and 4k Maps when you prepare the staticobjects.con for the navmesh process in a special manner. 2k Maps can have also nearly 90% playarea but it depends mostly of how many tree's (vegetation) you have on the map. For excample, the combatarea edges get tesselated and creates an amount of triangles (poly's) where they arent needed. Ecxample: I placed walls as combatarea and placed the original combatarea a Little bit outside of the walls. All edges was straight navmeshed without small poly's at the edges. Here a Picture of one edge of the CombatArea (CA) without walls. Here one CA Edge where i used walls.
  2. PR has also the feature with random rally points. Mapper (guy who create the GPO) can place mutliple rally points and at roundstart, the gamemode logic would pick some of them randomly like ammocaches. I dont understand why this never got used in coop.
  3. You would load a map and wouldn't know what assets you have or the bots get because you would have multiple mainbases. In AAS4 you can have max. 9 routes. If the other system is posible you could have at least 20 routes +++
  4. good for Project Reality coop, so for the game itself All flags must be placed on Navmesh. That's a requirement. Multiple flagroutes in the GPO (seperated by layers) and the python picks a random layer. Not controlled via mapvote or other voodoo. So not predictable.
  5. I had in deployment a similiar situation in a transhelo. We got heavily damaged and the pilot made an emergency landing. As the chopper touched the ground i pressed E to exit the chopper and suddenly i was in the middle of the chopper and got crushed.
  6. I think you can reporduce it by doing the same again. I believe you was waiting exactly where the spawnpoint was and than the Namer spawned and didn't crushed you. Or try to crouch under the Namer and stand up.
  7. Can the driver or you or who in gods name was involved reproduce this? Try to get out of the Namer when his back is parked at a wall or whatever (like trying to block the exit hatch).
  8. Good for me? or good for Project Reality coop, so for the game itself? After some conversations in PR Discord, coop is hardcodded everywhere, we can have only ONE COOP gamemode. I asked if it would be possible to reverse engineer the gpm_coop gamemode to include the insurgency gamemode in it. The python would check, if there are any captureable controlpoint or ammocaches in the gpo. If the python finds only capturable CP's it will ignore any insurgency mechanics. If the python would find a ammocache in the gpo and no captureable CP's it would use the insurgency python logic and not the AAS4. Now, Imaging, having also the Option tot have multiple routes --- i would say that's the biggest WOW in BF2 coop modding Scene. Unique. Nothing similiar ever existed in the bf2 mod world. … but hey, ist shitty coop …. Edit : @Melon I found more missing ai Parameters in some weapon.ai's like from the Shilka. It misses one of the deviations (Deviation or DeviationcorrectionTime) dont remember excatly ,yet but i imformed Arab.
  9. So it picks sofar understand the GSID of the controlpoint. Damn, i thought it picks a sublayer (object layer) of the gpo. If it would pick one of the sublayer, you could create one gpo for the maplayer (like std / 64) but you could have different flags that are related to the objects layer. So one route is in object layer 1, another route in object layer 2 and a 3rd route is in object layer 3. Python picks one object layer randomly and ignores the other layers (including the strategicareas). If it would work like this we could have multiple routes in one maplayer. So no limitations. That means we could have 1 Million differnt Layouts for coop.
  10. @Rabbit I have a Question. You was a mapper you also created AAS4 and redfor routes and blufor routes? How the random flags system works? The python chosse a specifiec sublayer in the gpo?
  11. ObjectTemplate.maxNrOfObjectSpawned 4 That means, if one btr (i think he means the mtlb) spawned a left the radius from where it spawned (missing that line, Default value kicks in) another one will spawn till the 4 btr(mtlb) spawned. Edit: why the commander btr acv can spawn 4 times?
  12. I found on fallujah more than 50 spawnpoints that aren't in line with PR coop standards. Investigating all bugged spawners from all coop maps/layers would end in a report with something around 500+ lines.
  13. I wish the bots could use them effective. Afaik, i never died do it in coop.
  14. Sitrep on the situation. With patch 1.6, many new people joined the game. Try to teach them first. Have Patience and dont get crazy.
  15. Or the creator of the gpo have to check his work because it's not only in one map. When i place objectspawners, like ammocaches (i did with 500), i check everything again via Notepad if there any anomaly or inconsistency. Precision, bro. That's all About.
  16. 32 layer Missing spawntimers This too So they sapwn something between 30-60 seconds.
  17. But the double'fied changes are the wrong way. Respawn times for static emplacement's (kashan) are to short and there are spawnpoints in the village that are related to south bunker. You have to leave at least 2 or 3 people behind only to defend the village. Splitting manpower. On a full server no problem but how it looks when you play only with 16 people on it? Only assetwhores benefit from those changes. Placing spawnpoints, that are related or not related to other flags, inside the cap-radius from any flag is not the SOLUTION ! It results in camping spawnpoints - Immersion breaker number one. You see how it ends = Shijia Valley and wounded bots. You have many other ways to make it harder without putting a shitload of assets in for the bots.
  18. About why Burning Sands 32 crashs. @Melon: The gb_jep_panther gunner is using an objects.ai that isn't completed. It missing all the controllinfos, so the whole ai dont even accept the objects.ai template. There exist a secondary objects.ai for the Crow weaponsystem that is finished but has a different name. Exchange ObjectTemplate.aiTemplate mg_gunner_crows_5020_ai to ObjectTemplate.aiTemplate turret_gunner_crows_5020_ai and the Panther is fixed and Burning Sands also. PR Devteam is informed. Edit : Us crow humvee has the same problem.
  19. Wooooooooooooow, a …………………………………………………. windmill
  20. DAYZ ??? WWII ??? Antistasi ??? C'mon, a Little bit more info. Asked me the whole time whta happend your arma Server.
  21. @floatplane it is not like that that all maps are broken. Some map crashes due to Errors in the vehicle AI templates (excample chinese attack helicopter). Some other maps crash because some faction got the new smoke vs. ai. It was not only the missing watercollisions that crash the server if you threw them into water. There is also a problem with one AI kittemplate that doesn't like the new smoke grenade on the itemindex 6 (bad Evil rifleman kit). Another problem is that the meinsurgents faction (medic class) having the bandages on itemindex 9 (this Slot is hardcodded to the parachute for bots) and crashing the Server over time. The Dev's are already Aware About the issues and added the fixes for the next patch.
×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy